Archive for December, 2009
More, More!

not only you get to cut mutants, you can also meet the Weird Tusk Monsters!
Now looks like a game
Now we have a working, functional GUI. Health and hold meters. You can tractor stuff in, which gets added to your inventory.
For absolutely no reason I added lasers too. Maybe I’ll make use of these tomorrow.
Next up is the hub like place where you can sell off your hard earnt booty and get missions.
My First Ludum Dare
Seriously doubt I’ll have anything worth playing by the deadline, but hey… it’s something to shoot for, eh?
Using XNA + flixel.

Boboil’s Adventure – Update
Boboil’s Adventure is going quite well. So far I’ve added the minerals that you can mine, and you can use them to purchase items at the shop to get more minerals faster! Nothing that exciting yet, but I’m on track to have this finished by the end of the contest. Still no idea on how you will be able to win this game, or if I even will make that you can win, but that will be dealt with later.
I’m a little late
I’m going to start right now with the LD16, 1 day, 3 hours, 29 minutes, 25 seconds left.
That’s a good time to make something playable, and in the last 2 hours i’ve got some time to think about a design.
At the first time i was thinking about a roguelike, bu i see there are some already at a good point.
My entry will be with roguelike graphics as it will be done in bash, but with a different gameplay.
c-ya in a couple of hours!
Slooow progress
Been at it during the day, on and off. Haven’t really been super-motivated to do stuff but I guess I’ll try to pick up the pace now. What I have now is basically a clear screen with DirectX9 initialization and some base code to actually render something (so it loads and compiles the shaders etc). Oh well
.
Materialized: Health bar!
There is now a moving player, a health bar, and winning/loosing conditions. What is missing, is sounds, there are none whatsoever, and a wall of fame would be nice. Of course, polishing is what could be done for ever and ever.

28 hours left
After being late to my first Ludum Dare, having trouble deciding on a design based on the theme, and not even opening Visual Studio until 12 hours into the competition, I have finally made some progress!
Basically you just play as a guy who is in underground caves and is searching for a long lost treasure, and a way out. It will be on one large level (or at least that’s my plan) and you need to explore and collect items to unlock different and hidden areas. (Those yellow rectangles are animated coins that spin, btw)
I’m using C++ and an SDL engine that I have been working on. For my crappy programmer art I’m just using MS Paint. My platform is Windows.
I made some arts!
Holy crap does art make a huge difference. This is the same map and 99% same engine as the image before, just with more sexy.

Now I just need the game to, y’know, do something…
Foood from Saturday Morning
Pizza Dinner and Coke in a Wine Glass
I had pizza for dinner, sprinkled with shredded cheddar cheese and habanero hot sauce. To drink, I had Coca Cola in a wine glass.

Pizza - K Rations for Programmers

Coke in a Wine Glass - Classy meets Crass

This, Ladies and Gentlemen, is Where the Magic Happens
I got game
Wohoo! It’s a game.
If you like, you can try the attached thing. You explore the fridge in “Where is the Cheese” to find the smelly thing.
You just click on any item, and drag it with held mouse button to another place in the fridge. If you have the cheese, you get bonus points for connected COMBO items in the fridge.
Progress? No way!


Basically, a low-res seiklus styled game that takes place on an alien planet. You have to collect colored flames to do … something. Haven’t really thought that part through yet, haha.
Exploration isn’t limited at all, from the beginning you can go pretty much everywhere. Not that innovative, but I’m having a lot of fun making it. Also: You can fly!
Finding Her – tiles upgraded
Play v0.2 here: http://www.2bam.com/showcase/?game=FindingHer_LD16
I’m going to take a break now.
Alpha is operational!
After hitting a few snags this morning and patching them up this afternoon, “Snowventure” (working title) Alpha is operational!
“Snowventure” is made is Dev C++, using a console application. so its bound to have a rouglike-y feel. (especially because of the constant screen refresh)
More stuff is on the way! (hopefully the game will be less boring then the screenshots)
low quality image 2: attack of the foodpic
Another low quality shot, this time with random foods I’m eating.

From left to right: Double Sour Skittles, an orange (the same one from yesterday’s desk shot), some Coke, and chicken nuggets.
Enemies!
Got whirlpools and enemies working… Well, more or less…
Whirlpools work, by dragging the ship in their direction… get too close and there’s no escaping…
The enemies already wander around, but they don’t attack or persuit the player yet… Going to add shooting on the player’s ship first…
Still thinking on exactly the AI of the boats will work… I’m thinking on making them “target” the side of our ship, if possible and try to navigate according to that, shooting whenever they have a good chance of hitting… Got to add some kind of prediction on the shoot dir so it has any chance of hitting…
Anyway, shooting time!
NOT DEAD YET.
Heres another screenshot, just for pure self-motivation
Off to a bad start
Yeah, so I forgot LD16 started, and now my engine doesn’t work…
I really wish I could just copy some code, but oh well.
Definitely something

Doesn’t everyone just love to cut mutants?







